Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Texturing particles


In this recipe we will render particles introduced in the previous chapter using texture loaded from the PNG file.

Getting started

This recipe code base is an example of the recipe Simulating particles flying on the wind from Chapter 5, Building Particle Systems. We also need a texture for a single particle. You can prepare one easily with probably any graphical program. For this example, we are going to use a PNG file with transparency stored inside the assets folder with a name, particle.png. In this case it is just a radial gradient with transparency.

How to do it…

We will render particles using the previously created texture.

  1. Include the necessary header files:

    #include "cinder/gl/Texture.h"
    #include "cinder/ImageIo.h"
  2. Add a member to the application main class:

    gl::Texture particleTexture;
  3. Inside the setup method load particleTexture:

    particleTexture=gl::Texture(loadImage(loadAsset("particle.png")));
  4. We also have to change the particle size for this example:

    float radius = Rand...